First, you didn't take into account ID3DXEffect calls like BeginPass, where SetVertexShader & SetPixelShader are called. It may not be actual when you use one tech for all, but it isn't practical, in any game you will use more, and if no, don't think too much about renderer at all.
Second. Since SetIndices is 900-5600, you can't just substitute 900 and make any assumptions. Why not, say, 4200? Or even 5600? It greatly changes things, isn't it? The answer is easy. Profile by yourself. Hardware changes, many other circumstances change, and more or less accurate profiling results can be gathered only on your target platform.
But the most significant my advice remains the same: write new features, expand your scene's quality and complexity, and start optimizing only when it comes necessary. Profiling has no real meaning in a synthetic environment. You should profile the things you user will receive or special test scenes where some bottlenecks are reproduced (like scene with lots of different particles to optimize particle systems).